No one has rated this review as helpful yet
Not Recommended
0.0 hrs last two weeks / 3.9 hrs on record
Posted: 27 Dec, 2015 @ 3:01pm

More of a grindy JRPG with mediocre asthetics than a management simulator. The UI design doesn't make it very obvious what elements of the screen you can interact with; it all just looks like a background until you hover your mouse wildly around the screen trying to find out what does what. Dungeoneering is disorienting as the screen always scrolls right-to-left, regardless of which direction on the map you select. Combat is very straightforward but lacks any sort of depth as options for action are rather limited. All that said, if you can pick it up for a couple of bux it's not an absolutely terrible purchase, so long as you're really interested in seeing numbers increase.
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3 Comments
Takkin  [developer] 28 Dec, 2015 @ 5:07pm 
Thanks! We certainly know it's not the best game in the world, right? As a big Gamer myself, that's certainly apparent, lol. However it's a major stepping stone for us, in the big picture, as a Studio as we move on to our next projects this year. All the feedback is very valuable to us; the negative ones are even the most important so we can learn from our mistakes and adjust for the future.

Thanks for giving the game a shot and being friendly with us when we poked around with some questions. :thebarbarian:
GeneralStatement 28 Dec, 2015 @ 3:14pm 
The map itself is easy to understand, but the scrolling gave me a bit of a headache. I think it's nice you're interfacing with your players and aren't trying to please absolutely everyone in your game design. I hope this doesn't come off as discouragment, it's just that the game didn't mesh with me.
Takkin  [developer] 28 Dec, 2015 @ 8:04am 
Indeed - Adventurer Manager is a 'Grind' just as much as any other 'Loot/Gear' based Dungeon Romp game out there.

You're the first to comment on the right-to-left scrolling; this was actually done on purpose as a throw-back to the old school games that did this. The map that we use seems to have been enough for most people, through their comments and feedback. Early in the game, we tried using different directions, but the designers didn't like the way it looked and it actually slowed things down a lot between combat; which was another pain point back then.

There's a lot of depth with the combat; through the University and Skills, and different weapon arrangements. We certainly didn't want combat being too advanced/crazy, and wwent with something more easy to pick up, for quick combat sessions.